public void AddTransition(int from, int to, int symbol, int action)
        {
            AssertRange(from, 0, NumOfStates - 1);
            AssertRange(to, 0, NumOfStates - 1);
            AssertRange(symbol, 0, NumOfSymbols - 1);
            AssertRange(action, 0, NumOfActions - 1);

            m_transitionTable[from, to, symbol] = new FiniteTransducerTransition(from, to, symbol, action);
        }
Esempio n. 2
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 // the school framework will paint the FOV black before PresentNewTrainingUnit is called - I need to re-paint
 // what ExecuteStepAfterEvaluation painted into the FOV.
 public override void PresentNewTrainingUnit()
 {
     m_importantActionsToTake = 1;
     m_importantActionsTaken  = 0;
     if (m_lastTransition == null) // true for the very first training unit
     {
         FiniteTransducerTransition t = m_ft.pickNextTransitionRandomly();
         m_ft.UseTransition(t);
         m_lastTransition = t;
     }
     DisplayLastTransitionSymbol();
 }
Esempio n. 3
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        public override void Init()
        {
            m_importantActions = new HashSet <int>();

            CreateTransducer();
            m_ft.Start();
            m_stepIsCorrect  = true;
            m_currentObject  = null;
            m_lastTransition = null;

            base.Init();
        }
Esempio n. 4
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        public override void ExecuteStepAfterEvaluation()
        {
            if (m_currentObject != null)
            {
                WrappedWorld.RemoveGameObject(m_currentObject);
            }

            FiniteTransducerTransition t = m_ft.pickNextTransitionRandomly();

            m_ft.UseTransition(t);
            m_lastTransition = t;

            DisplayLastTransitionSymbol();
        }
        public FiniteTransducerTransition pickNextTransitionRandomly()
        {
            FiniteTransducerTransition picked = null;

            List <FiniteTransducerTransition> options = new List <FiniteTransducerTransition>(NumOfStates); // some default capacity

            for (int i = 0; i < NumOfStates; i++)
            {
                for (int j = 0; j < NumOfSymbols; j++)
                {
                    if (m_transitionTable[m_currentState, i, j] != null)
                    {
                        options.Add(m_transitionTable[m_currentState, i, j]);
                    }
                }
            }
            if (options.Count > 0)
            {
                picked = options[m_rnd.Next(0, options.Count)];
            }

            return(picked);
        }
 public void UseTransition(FiniteTransducerTransition t)
 {
     Debug.Assert(t.from == m_currentState);
     m_currentState = t.to;
 }